Don't you just love it when Elmer lets you drive willy nilly behind his lines?

This is turn 29 of a modified Barbarosa 41 (classic folder) scenario that I've been working on. I've been appalled at the miserly supply situation of the Axis and have modified the scenario to include about 15K more RR engineers. I've added them to some of the HQ units, some of the engineers, and a lot of the AA units, who don't have much to do otherwise. All these guys can repair the railroad. And with the addition of these units the rail line can just about keep up w/ the front lines and the Axis has a much better situation overall. I've balanced this change w/ the addition of another rule that I got from Steve Sill ( sPzAbt653 ): If the health indicator of a unit is red then it can't move or shoot. If it's orange it can move but not shoot. If it's yellow it may move or shoot. RBC-ing a unit is considered movement. Only if the unit is green may it move AND shoot. And for the ARTY tubes there's this special rule I've instituted:

That is one of the worst supplied scenarios on the list. The German supply is truly awful and the Soviet supply is a joke. I am all for improving the German supply as long as you don't forget to improve the Soviet supply as well (FSDE is too low.) If you have house rule that cherry red units may not attack then the Soviets will never be allowed to attack.

As a example. If you take a 33/1 (readiness/supply) Soviet Unit and stick it on top of a Soviet supply point, it will take six months to recover. That is absurd.

Ironically, the new supply rules benefit the Soviets. Under the new rules, the German supply is a joke and the Soviet supply remains a joke resulting in an overall benefit to the Soviets.

That is one of the worst supplied scenarios on the list. The German supply is truly awful and the Soviet supply is a joke. I am all for improving the German supply as long as you don't forget to improve the Soviet supply as well (FSDE is too low.) If you have house rule that cherry red units may not attack then the Soviets will never be allowed to attack.

I should have specified that I was playing against the Soviet AI and that the color code rules don't apply to the Soviets. I'm watching the AI handle the Soviet units and they always pull out of the front line and then step back into it, sometimes in a different spot sometimes in the same spot and I'm amazed at the wasted AI movement going on. The Soviet units indeed do become cherry red and probably stay that way the rest of the game. A human opponent would be 3200% better but this is an anti-AI playtest. After about turn 30 or so the Soviets have hammered themselves against the German lines so much that in select places the Germans are able to push back the front lines at will. I'm speaking about the area around Kharkov and Tula and those places way out in the middle of nowhere where there aren't many roads and or rails. I'm guessing that toward the end of the scenario I'll be able to threaten Moscow.

That is one of the worst supplied scenarios on the list. The German supply is truly awful and the Soviet supply is a joke.

I take it this scenario in question should be played with high supply on

Matti,

Steve (sPzAbt653) is correct. The Soviet supply is so bad that they only get the default 1% supply in most cases. This is nowhere near enough. High Supply will give a 50% boost but in cases where the supply model is totally insane it is not enough.

To make this scenario work you must replace the entire supply model. Ironically, the designers gave Barbarossa 41 quite a sophisticated supply model (that has been superseded by the new 3.4 supply system.) But then they plugged in all the wrong numbers. And don't believe a word of the briefing either. It lies.

This is why I strongly advise that you spend some time learning how to use the editor. Make a copy of any scenario that you are interested in and work on making changes to some of the settings to see what effect it has. Learning how to use the editor will repay you handsomely.